NEWS

Human Rigger, Feedback needed. Thanks!

  • 7 Replies
  • 4486 Views

Slick

  • *
  • Newb
  • *
  • Posts: 6
« on: <09-02-11/1029:31> »
Heya this is my first SR4 char and I am trying to make him as good as possible with out using too much minmaxing. Have been looking att UmaroVI's sample chars and used the merc rigger as a starting point. As you can see he is not quite finished yet, can decide fully on what to put in his cyberarm. Have been thinking of a machinepistol, but then I cant fit the nanohive and no armor. He also has 24 BP left, and I havent listed any gear besides some cyber and bioware. Anyways all feedback is appriciated thanks!

Attributes (190 BP)
Body: 4 (5)* Agility: 2 [9] Reaction: 4 (6) Strength: 2  Charisma: 2  Intuition: 5  Logic: 4 (+3 linked skills) Willpower: 3   Edge: 3
*Right arm has Body 9, Agility 9, Strength 3. For most purposes, such as amount of wearable armor and damage resistance tests, counts as Body 5.

Essence: 24 BP to go!
Initiative [Augmented] (Matrix): 9 [11] (11)
Initiative Passes (Matrix): 1 (3)
Physical Damage Track: 12
Stun Damage Track: 10

Active Skills ( 154 BP)
Aeronautics Mechanic: 2
Automotive Mechanic: 2
Automatics: 4
Demolitions: 1
Electronic Warfare: 1
Gunnery: 6
Hacking: 4
Infiltration 2
Perception: 2
Pilot Aircraft: 1
Pilot Ground Craft: 1
Biotech Skill group:1
Electronics Skill Group: 4

Knowledge Skills (27 Free BP)


Language Skills
English: N

Qualities ( +25 BP)
Codeslinger 10 (Control Device) +2 to Control Device checks
Big Regret +5 BP
Codeblock +15 BP(Repair Icon, Matrix Attack, Crash Program) -2 to Repair Icon, Matrix Attack, and Crash Program checks
Prejudiced; Actively prejudiced (Dwarfs) (+15)

Gear & Lifestyle (190000) (50BP)

Cyberware               Ess 2,2   Cap            Cost
Cybereyes R2                Ess 0,3   8            7250
Eye recoriding unit, Image link, Low-Light Vision [2], Smartlink[3], , Vision Enhancment R3 [3]         
Cyberears R2               Ess 0,3   8            15750
Ear recording unit, Soundlink, Damper[1], Spatial recognizer[2], Audio Enhancement rating 3[3], Radar Sensor R3[2]
Obvious Right Cyberarm, Customized: +3 Body, +3 Agility    Ess 1   15            24000         
Gyromount [4],  Agility Enhancemnt 3 [3], Body Enhancment 3 [3], Nanohive 2 [2](Neocortial 3),    
Reaction Enhancer R2               Ess 0,6               20000
Bioware                  Ess  0,25               Cost   
Sleep Regulator               ess 0,15               10000
PuSHeD                  ess 0,1                15000

Contacts ( 7 BP)
Fixer 5/2

Seraph

  • *
  • Newb
  • *
  • Posts: 70
« Reply #1 on: <09-02-11/1237:18> »
Edit. The char looks fine. :)

I would drop the cybereyes, you can  get those functions via a pair of goggles/lens/glasses. And maybe get some earbuds instead of cyberears? Put in a cerebral booster instead for eyes/ears?
« Last Edit: <09-02-11/1301:05> by Seraph »
What swedish tanks can´t blow up is not worth destroying!

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #2 on: <09-02-11/1305:56> »
His cyberarm is fine. You can't have Enhancement over 3, but he doesn't - he has Customize (from 3->6) then Enhance (from 6->9).

You cannot actually have a cyber Machine Pistol at chargen, because it is over 12 availability, which is rather sad. It's not expensive so you can buy it pretty soon, though.

How valuable a machine pistol in your arm is will depend on how often it comes up. If you decide it really is worth it, you'll need to leave yourself a little space for it, and you could grab [4] Pistol [3] Agility [2] Nanohive [4] Cyberarm Gyromount [2] Armor 1

You really do want that gyromount - a machine pistol that doesn't have enough recoil compensation to fire on FA is a really poor investment; if you're going to put it in, make sure you can use it. This costs you some defense (you won't be able to get a Body boost out of the arm, or as much armor) but it may prove to be worth it, YMMV.

Once you have the MP, you can mod it - it can't take Accessories, but it can take Weapon Modifications. You start with 1, 3 more for the gyromount is 4, mod on Gas Vent 3 and that's 7, and add Electronic Firing and you have 8, which is enough for long/short.

If you are looking for drones, the Info Savant and the Technomancer also have drones; drone choice isn't tied all that closely to the rest of the character so you can raid them for drone ideas as well.

Seraph

  • *
  • Newb
  • *
  • Posts: 70
« Reply #3 on: <09-02-11/1323:39> »
Yeah i saw the arm thing once more and edited my little post.
What swedish tanks can´t blow up is not worth destroying!

Slick

  • *
  • Newb
  • *
  • Posts: 6
« Reply #4 on: <09-03-11/0356:24> »
Yeah the worst part about playing a rigger, and its the first char is all the damn equipment I have to go through, thinking of stealing your commlink right of the bat Umaro. ;)
And all he drone stuff its just a lot of info, and a lot of things to consider. I am trying to go for more of a surveillance type of rigger, with one or two hard hitting drones. But mostly smaller spy drone thingies. As it stands we are going to play the new campain where your suposed to collect 4 artefacts or something like that, we are gonna talk it through and look over chars today with our GM.

About the arm, how reconciled is a cybergun, cuz apparently there will be a lot of crossing boarders and what not in this campaign, don’t wanna get stuck in customs first thing I do. And should I sacrifice body and armor for the gun? Been considering the bulk mod +1, would help me fit some extra stuff. Like having +body, nanohive and machine pistol.

What do you think of going automatics instead of pistols? And the extra 24 BP, where should I put them? And should I go with a nanohive from the start with say Neocortial 3 or should I save that for later?

Sorry about all the questions, but thanks for all the feedback! ^^

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #5 on: <09-03-11/0708:31> »
The machine pistol is hidden in the arm, but how well hidden is completely unstated. I have generally seen it run as "can only be found with a cyberware scanner or MAD scanner or the like," but either of those will shaft most people anyways. Ask your GM how he plans to run that kind of thing.

If you plan on mostly surveillance, my suggestion is a Ford LEBD-1, a Flying Eye, and a Repeater Drone. The Ford can mount a decent gun and all three drones fly, so you have pretty good aerial surveillance and a solid combat drone. I'd also grab some kind of vehicle to use as a base, I actually like a Conestoga Vista with Armor 20 modded on, since it's hella tough even if you are shadowrunning in the Magic Schoolbus as a result.

Whether Bulk Mod is a good idea depends largely on two things. One, is your GM going to punish you for having a bulky cyberarm, and have NPCs be all "oh noes, he has a bulky cyberarm, he must be a killer cyborg?" Two, what sort of things will the -2 for uneven limbs apply to? For example, is your GM going to apply it to your Automotive Mechanic checks? Unfortunately I can';t give better advice than "ask your GM." Personally I think Bulky cyberlimbs are fine but YMMV; it really has more to do with "is your GM going to shaft you for it" than anything else.

Automatics over Pistols is a perfectly valid choice but you should be sure to have a Cyberarm Gyromount - you need one to get enough Recoil Compensation to effectively use automatics, unless you have some other source of RC like being super-strong or foot anchors or something. Check out the Negotiator's guns for some other stuff you might want to carry. How useful the implanted machine pistol will be really does vary depending on how your GM runs security - you might do just as well to use an Ares Executive Protector for that sort of thing, or you might not. Personally, I would go with Automatics and use a Protector rather than an implanted gun but it will depend more on your GM than on anything else.

For your last 24 bp, I would probably get Logic 5, bump either Infiltration or Perception to 4, get the whole Mechanics group at 2 instead of 2 skills in it, and grab a useful specialization (probably Gunnery [Ballistic], ie, Gunnery [95% of the guns I will ever use])



Slick

  • *
  • Newb
  • *
  • Posts: 6
« Reply #6 on: <09-08-11/1325:58> »
Well seems like the bulk mod will be a problem so I won't be having that. I have gone through the cahr and made some adjustments here and there. Stole the weapons from your negotiator, but I cant seem to find the machine pistol B&P MP9, what book is it from?
Anyways this is how it turned out. I think I got it all right, anyways thanks for the tips and all! ^^

Reference:
Starting Notoriety: 3
Tests: Composure 5, Judge Intentions 7, Memory
Damage Track: Physical 12, Stun 10
Armor: Ballistic 14(+5 soak), Impact 12(+3 soak)
Initiative: 12/3 IP, Matrix Initiative 12 (13 in hotsim)
Common Dice Pools:
Perception: Visual 10, Hearing 10, Other 7
Hacking: 8+Program Rating*
Electronic Warfare: 5+Program Rating*
Computer: 8+Program Rating*
Hardware: 12
Browse: 14*
First Aid: 16
Armorer: 10
Mechanic (Aeronautics, Industrial, Automotive, Nautical): 10
Infiltration: 6, 13 with Remote Control*
*Hot Sim bonus of +2 not included

Common Attacks:
Melee Weapon   Reach   Damage   AP      Dice
Shock Glove   0   5S(e)   -half      9

Ranged Weapon   Dmg   AP   Mode   Recoil   Dice   Ammo      Concealability
Ares Executive    6P   -1   SA/BF/FA   7(8)   15   30(c)      +2
Protector (Ex-Explosive)   
Special: 7 recoil compensation and double uncompensated recoil penalty while in briefcase mode. 8 recoil compensation while broken    away (Simple    Action to break). +1 additional recoil compensation to any Full Bursts. At the gamemaster’s discretion, someone familiar with the standard Protector    briefcase style could visually identify one with a successful Perception (3) Test.
Ingram SuperMach     5P   -1   BF/FA   11   15    40(c)      -2
100 (Ex-Explosive)   
Special: +1 vs. Range Penalties. Capable of High Velocity Fire: 2 long bursts (-5 recoil on the first, -6 on the second) or a single FA burst with 12 bullets for    -11 recoil and +11 DV (narrow) or -11 to defense (wide).
B&P MP9        4P   +2   SA/BF/FA   9   13    32(c)      -5
(Capsule)   
Special: -20% Range Categories, 10S Toxin Damage at the end of the combat turn.
Ingram Smartgun X     6S(e)   -half   BF/FA   8   15    32(c)      -2
(Stick-n-Shock)   
Special: +1 recoil compensation on Full Bursts. Sound Suppressor.

Drone Mounted Weapon    Dmg   AP   Mode      Dice   Ammo
(Remote Control)
AK-97 on LEBD-1      7P   -2   SA/BF/FA*      15**   38(c)
(Ex-explosive)
*Remember that all firing modes are Complex Actions with Remote Control.
**Hot Sim bonus of +2 not included.

Vehicles
Name      Speed   Acc.   Pilot   Body   Armor   Sens.   Resp.   Hand.   Passengers   
Ford LEBD-1   80   5/20   1   3   9   6   4   0   -
   Special: External Fixed Remote Control Weapon Mount. Flies. Chameleon Coating. Mechanical Arm. 2 Handcuffs. VTOL.
Flying Eye      10   2/10   3   0   0   6   3   +1   -
   Special: VTOL, Chameleon Coating.
Repeater      15   3/15   3   1   0   4   3   +1   -
Drone
   Special: Chameleon Coating, Laser Transceiver 3, Directional Antenna 4, extends signal rating of linked devices by 4

Attributes
Body: 4 (5)* Agility: 2 [9] Reaction: 3 (7) Strength: 2  Charisma: 2  Intuition: 5  Logic: 5 (+4 linked skills) Willpower: 3   Edge: 3 Essence: 1,3
*Right arm has Body 9, Agility 9, Strength 3. For most purposes, such as amount of wearable armor and damage resistance tests, counts as Body 5.

Active Skills
Automatics: 4
Demolitions: 1
Electronic Warfare: 1
Gunnery: 6
Hacking: 4
Infiltration 4
Perception: 2
Pilot Aircraft: 1
Pilot Ground Craft: 1
Biotech Skill group:1
Electronics Skill Group: 4
Mechanic Skill Group: 1

Knowledge Skills (30 Free BP)
Augmentation 3
Chop Shops 3
Gang Turf 3
Matrix Security 6
Massage Parlors 2
Military Gear 4
Mercenery Hangouts 3

Language Skills
English: N
German 2
Mandarin 2
Sioux 2

Qualities
Military Background(Born Rich) 10
Restricted Gear 5 (Move-By-Wire 2)
Codeslinger 10 (Control Device) +2 to Control Device checks
Mild Allergy (Gold) +5 BP
Enemy +5 BP
Vendetta +5 BP
Addiction Mild (Betel) +5 BP
Codeblock (Repair Icon, Matrix Attack, Crash Program) -2 to Repair Icon, Matrix Attack, and Crash Program checks  +15 BP

Gear & Lifestyle (300000)
Commlinks (67550)
MetaLink with Vector Xim (300)
 Runs in Public Mode broadcasting fake SIN, not used for shadowrunning.
NovaTech Airware with Iris Orb (2250)
   Firewall 5 Upgrade (2500)
   System 5 Upgrade (2500)
   Response 5 Upgrade (4000)
   Response Enhancer 3 (6000)
   Customized Interface (250)
   Optimization (Command) (500)
   Analyze 6 (600) with Optimization 1 (100), Ergonomic (300)
   Browse 6 (600) with Optimization 1 (100)
   Command 6 (600) with Optimization 1 (100)
   Edit 5 (500)
   Scan 5 (500)
   Eurosoft Clavicula [Encrypt 5, Decrypt 5] (4700)
   Disarm 5 (5000)
   Exploit 5 (5000) with Mute (2250)
   Biofeedback Filter 5 (5000), Ergonomic (300)
   ECCM 5 (5000), Ergonomic (300)
   Sniffer 5 (5000)
   Spoof 5 (5000)
   Stealth 5 (5000), Ergonomic (300)
   Track 3 (1500)
   Defuse 3 (1500)
Fake Documents: (4200)
Fake SINs (Rating 3) (3000)
Rating 3 Fake License (Augmentation) (300)
Rating 3 Fake License (Drone) (300)
Rating 3 Fake License (Programs) (300)
Rating 3 Fake License (Firearms) (300)
Drugs (15):
   Betel x15 (15)
Armor (13220):
Form Fitting Body Armor (1600) (6/2, counts 3/1 for encumbrance)
   Chemical Protection 6 (1500)
Helmet (100) (1/2)
SecureTech PPP System Shin Guards (150) (0/1)
SecureTech PPP System Forearm Guards (200) (0/1)
SecureTech PPP System Arm and Leg Casings, Only Leg Casings Worn (350) (0/1)
Armored Vest (600) (6/4)
   Nonconductivity 6 (1200)
Overcoat (20) (0/0)
   Ruthenium Coating (7500)
   -2 to items concealed underneath coat (factored in)
Weapons (17485):
Ares Executive Protector (1000)
   with built-in Smartlink (500), Personalized Grip mod (100), Gas-Vent 3 Mod (400), Heavy Barrel mod (1000)
Ingram SuperMach 100 (750)
   with External Smartgun System (400), Gas-Vent 3 mod (400), Personalized Grip mod (100), Chameleon Coating mod (1000), Improved    Rangefinder Mod (1000)
B&P MP9 (800)
   with Foregrip Removed (0), External Smartgun System (400), Gas Vent 3 Accessory (400), Rigid Stock Accessory (150), Personalized Grip    mod (100), Chameleon Coating Mod (1000), Barrel Reduction Mod (20), Extended Clip Mod (500)
Ingram Smartgun X (650) with Gas-Vent 3 Accessory (400), Personalized Grip Mod (100), Chameleon Coating (1000), Heavy Barrel mod (650)
   145 SMG Ex-Explosive Rounds (1450)
   50 SMG Stick-n-Shock Rounds (400)
   30 Machine Pistol Ex-Explosive Rounds (300)
   80 Machine Pistol Stick-n-Shock Rounds (640)
   25 Machine Pistol Capsule Rounds with DMSO+Narcoject (1575)
Shock Glove (200) with Personalized Grip (100)
Sensory Gear (4290)
   Note: for the purposes of Tacnets, you have Normal Vision (simrig), Normal Hearing (simrig), Normal Olfactory (simrig), Low-light Vision    (cybereyes), Spatial Recognizer (cyberears), Laser Rangefinder (microsensor), Motion Sensor (microsensor), Radio Signal Scanner    (microsensor), Radar Sensor (cyberears) for 9 senses.
Simrig (1000)
   Modified for BTL/Hot Sim (250)
   Microsensor with Laser Rangefinder, skinlinked (150)
   Microsensor with Motion Sensor, skinlinked (100)
   Microsensor with Radio Signal Scanner 6, skinlinked (170)
Equipment (1850)
   Rating 6 Medkit (600)
   Miniwelder (250)
   Gecko Tape Gloves (250)
   Optical Tap (100)
   Tag Eraser (150)
   Satellite Link (500)
Lifestyle (5445):
   Safehouse; Seattle (The Verge)1 month
Drones (20070)
Ford LEBD-1 (4500)
   For the purposes of Tacnets, the Ford LEBD-1 has 8 senses: Vision [Camera], Low-Light Vision [Camera], Thermographic    Vision [Camera],    Smartlink [Camera and Gun], Hearing [Microphone], Spatial Recognizer [Microphone], Laser Rangefinder, Motion Sensor
Armor 9 (1800)
AK-97 (500) with External Smartgun System (400)
Stick-n-Shock Assault Rifle Rounds x40 (320)
   Ex-Explosive Assault Rifle Rounds x70 (700)
Camera 6 (600)
   Vision Enhancement 3 (300)
   Low-light Vision (100)
    Smartlink (500)
Camera 6 (600)
   Thermographic (100)
   Vision Magnification (100)
Microphone 6 (300)
   Spatial Recognizer (100)
   Audio Enhancement 3 (300)
   Laser Rangefinder (100)
   Motion Sensor (50)
Flying Eye (800)
   Chameleon Coating [2] (2000)
Camera 6 (600)
   Vision Enhancement 3 (300)
Repeater Drone (3000)
   Chameleon Coating [2] (1000)
   Nonlinear Junction Detector 6 (600)
Camera 1 (100)
   Vision Enhancement 3 (300)
Cyberware               Ess 4,6   Cap            Cost 179650
Cybereyes R2                Ess 0,3   8            7250
Eye recoriding unit, Image link, Low-Light Vision [2], Smartlink[3], , Vision Enhancment R3 [3]         
Cyberears R2               Ess 0,3   8            15750
Ear recording unit, Soundlink, Damper[1], Spatial recognizer[2], Audio Enhancement rating 3[3], Radar Sensor R3[2]
Obvious Right Cyberarm, Customized: +3 Body, +3 Agility    Ess 1   15            56650         
Gyromount [4],  Agility Enhancemnt 3 [3], Body Enhancment 3 [3], Armor 1[2], Nanohive 2 [2](Neocortial 3)    
Move-by-Wire R2(Skillwire R4)            Ess 3               85000
Bioware                  Ess  0,1               Cost   
PuSHeD                  ess 0,1                15000

Contacts ( 7 BP)
Gang leader 4/3

UmaroVI

  • *
  • Prime Runner
  • *****
  • Posts: 2655
« Reply #7 on: <09-08-11/1342:08> »
The B&P MP9 is from Gun Heaven.